In this lesson, we'll look at modeling a body to represent stock. After completing this lesson, you'll be able to: modify the name of a body, use properties to measure a bounding box, use align to adjust the orientation of a component, and use opacity control. Let's carry on with the file from our previous example, and let's begin to model some geometry for the stock of our part. In previous lessons, we've used the camps setup to create a stock bounding box for us, but we can also create it directly inside of the design workspace and there are many benefits to this. In this case where we're inserting a vice and we're using that to help locate our geometry and also using it inside of the manufacturer workspace to ensure that we don't actually collide with it, it makes sense to have the stocks so that we can accurately position the vice. So to get started, I'm first going to hide the vice for right now because I'm only needing to focus on the part, then I want to expand my body's folder, right-click on body one, and go to properties. Inside of the properties for this part, it tells us all about things like the area, the density, the mass, the volume, but we also have the section called bounding box. If we expand that, you can see that currently the tightest fitting bounding box for this part would be three and three-quarters by three and three-quarters by three-quarters high. So this tells me that if I'm starting with just some rough stock, I can do a four by four by one inch block. So let's get started modeling that by creating a new sketch. Again, we could also create some components by going to assemble and creating a new component, if we want to keep our stock as a component rather than a body in this file. But really in this case our actual part is a body, so I'm going to go ahead and pursue creating this stock as a body as well. But I do want to rename Body 1, and I'm going to call this my 3D part. Then when I create the body from my stock, I'm just simply going to call it stock. To get started, I want to create a sketch, but rather than using one of the default planes even though they are aligned with my part, I'm going to use the bottom of my part. I notice that it brings in this face as a profile and if I want, I can also select the other face and hit P on the keyboard to project that geometry, so that way I have both sides and access to any geometry I might need. For our purposes, I'm going to create a rectangle using this center point option, starting at the origin since this part was designed about the origin and I'm going to make a block that's four inches by four inches and then hit enter. You can see that because this part was designed, it's symmetric about the origin, this is a very simple process. This is not always the case, especially if the part is designed with the origin at the corner or maybe directly over one of the features. So you will have to make sure that you understand the geometry of the part, you might have to potentially just simply create some offset dimensions from the sides. In this case, we can finish the sketch and now we can extrude this as solid geometry. I'm going to hit E on the keyboard to extrude and we will have to grab multiple profiles because we did projects some geometry and we did start on a face that was used as a profile. Once we have all this geometry, remember that we can use a four by four by one inch piece. So if I drag this up a distance of one inch and I change it to be a new body, it's going to give me enough material but I still need to have enough in the vice so that I can hold it and cut the profile. So the first thing that I want to do is drag this down a distance of 0.25, then I'm going to change my direction to two sides and the other side is going to be a distance of 0.75. You'll notice that as I get close to this, it's actually going to be the exact height of my part, which is not good because I need to be able to cut and face the top of that geometry. So this tells me I need to adjust my distances, so that I have 0.2 going in the negative direction and that I have 0.8 going in the positive direction, so it completely encompasses my part. As a check of this, we could also change this to intersect and it'll allow us to see the new extrude transparent, so we can see through it and see exactly where our stock is, we can navigate to a right view. So you can see that we have a little bit of stock above and below the part. From here, let's make sure the operation is new body and we're going to say okay. For Body 2, I'm going to select it twice and I'm going to call this stock. I also want to right-click on it, and I'm going to go down to opacity control and change it to 30 percent. This allows me to see through it, so it's just acting as a bounding box around the outside. Remember, when you want to select geometry inside of a solid body for example, since we have two overlapping bodies, you can hold down the left mouse button and get this dialogue box that allows you to select geometry where the cursor is. We also have this parents option, which shows parent features for example, this face belongs to extrude seven and it is also a part of the body stock and it's a part of the entire file 3D pocket sample V2. So it helps us identify some of the features and some of the things that we can select. Now that we've created this stock, let's bring back our vice and see where we need to move everything to. We're going to go to a back view. Also note that I'm using my camera display with perspective and orthographic views. Sometimes when you're working on parts like this that are prismatic and we're working with setting up in a vice, it can be handy to switch back to just an orthographic view, so that way when we rotate it there's no distortion. It's really going to be a personal preference, and as I start to deal with machining parts, I like to simply set it to orthographic especially when I'm aligning geometry. Now that we can see where our stock lies, we're going to expand the vice, we're going to right-click, and we're going to unground it. Keep in mind when you ground and unground something, it does place a feature in the timeline. So we could also go back to the point where it was originally grounded, for example, let's delete the unground feature. Then we can find where it was grounded and we can delete that, so now it's free to move about. This helps us keep our timeline a little bit cleaner knowing that we just temporarily grounded it. I'm going to minimize the joints folder, and what I want to do now is I want to position everything. So we're going to come in here and we're going to position based off the edge of our stock rather than the edge of our part. So we can go to modify a line, and if we simply want to do this in multiple steps, we can select this face without selecting a position, select this face. This allows us to simply move over the distance needed, we can capture that position, and we can say okay. Then using our marking menu, we can repeat and take the bottom face of our stock down to the top face of this parallel, capture position, and say okay. So now as we look at it from a back view, the fixed jaw is now aligned with both the bottom of our stock as well as the side of our stock. Now we simply need to adjust the sliding jaw, which means that we can go back to the base and we can ground it so that way our sliding jaw can move. From here, we should just need to align, and again select this face without grabbing one of the positions, this face, capture our position and say okay. Now you can see here that the stock is perfectly aligned to the parallels, as well as the vice, and we do have a small amount of distance between the top of the vice and the bottom of our part allowing us to machine all the way down to that bottom contour. In general, we want to make sure that we machine the outside profile of a part with one direction, we don't want to flip it over and try to align it. Even though setting up our coordinate systems should be a very precise setup, we don't want to have to cut a contour from both sides if we can do it from one. In this case, we're able to have enough stock below the part that we can do that, but we have to be careful and this is another reason why it's a great idea to make sure that we have a vice in our file. From here, let's navigate back to a home view, keep in mind that this device is still free to move, but as long as we revert the position, it'll always snap back to its location. We could always temporarily ground or fix it, but it does currently have a joint. If we expand the joints folder and take a look at sliding jaw, we can take a look at the joint limits and we can set its rest position where it currently is if we need to. I'm not going to go that far because again as long as we use the revert position option the vice jaw will stay exactly where we put it. From here, I'm going to save the file again. Now that we have our stock, our vice, and everything's oriented inside of our canvas how we want it, we can move on to the next step of creating that KM setup.